The vertex shader is often overlooked when trying to improve performance, thinking it should only be used for basic vertex transformations. DirectX, however, allows for a lot of flexibility in how vertices are passed to the vertex shader, which enables techniques like vertex shader instancing. This talk will explain some of the ways that the vertex shader can be used to improve performance by taking a fast path through the vertex shader, rather than generating vertices with other parts of the pipeline. The talk will include sample code and performance statistics with current generation GPUs.